Skyrim
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Reyvyn Nightveil Ported by TheCinderfly

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deleted79755313

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About this mod

Alters the Slaughterfish collision slightly to prevent the fish from being half-above the water. An imperfect method, but perfectly compatible with just about everything.

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Description Below from Mod Author - Reyvyn Nightveil
I had a silly theory for fixing the slaughterfish living half-above water like a
crocodile problem, to alter the collision to see if a taller dorsal-fin
collision would force the fish under the water... and it seems to have
worked!

Granted, the collision of the fish still protrudes above the actual mesh and you can, in theory get snagged on it if you try to
swim over top of slaughterfish. However, you really have to get close
for this to happen and it really isn't so bad unless you slam into the
front of the fish, instantly aggro-ing it and making it kind of make
sense that something "latched-on" to you, giving you a small warning
that you are being targeted by the predator.

The rear collision capsules are slightly tapered so that you don't get caught as easily when coming up from behind the fish.

COMPATIBILITY: The only way this will be incompatible with something is if the mod
also alters Slaughterfish, namely the Slaughterfish's "skeleton.nif"
file in particular. If you load this after that mod, the slaughterfish
would use this skeleton instead, possibly making your other mod have
some wonky animations or alignment issues if the conflicting mod also
adds animations or changes the slaughterfish mesh in some significant
way. A high-poly model weight-mapped to use the vanilla skeleton should,
theoretically, work perfectly fine, as I did nothing to change the
bones.

KNOWN ISSUE: Sometimes, Slaughterfish will still work their way onto shore anywhere where there is a smoothly-sloped surface
exiting the water, like many shorelines along the coast. I believe that
to fix this, one would basically have to replace the Slaughterfish's
behavior at a code level. As I am happy with this compromise, I will not
be addressing this issue in this mod. Perhaps in the future, I will
look into it in a new mod.